Vladthemountain 120 Hub Rework Places

Places

The world is magical — literally! — and the places we visit in it are living proof of that. Below you can find a dossier of some of the most important areas featured as settings throughout the canon, alongside their descriptions.

  • Amoni of the Pillars — the southern-most residence of the Broken Empire of the Mekhanites and city-state acting as its capital. The seat of power of the three Prophets of MEKHANE and cradle of Mekhanite civilization. Sacked and divided by a schism in the Broken faith following the conclusion of the First Occult War.
  • Arcadia — an underground Droganian city led by the Dragoon's Circle, a thirteen-person council made up of twelve nobles and the Vajra King, the leader of the Droganian people. Granted the Free Port status soon after its discovery. Experienced significant growth following the collapse of the Veil in 2021, leading to its close cooperation with Vanguard and other organizations.
  • Avalon — one of the Five Fae Kingdoms. Once a thriving hub for Fae societies, the Sixth Occult War and the establishment of the Veil led to the significant weakening of the nomenclative narrative spells that held Avalon together. This eventually led to its deconceptualization and disappearance from baseline reality, forcing most of its citizens to seek refuge in Three Portlands. Although in the modern day, Avalon has been gone for over a century, the influence of its culture can still be seen throughout most of the paranormal world.
  • Eurtec — a cyberpunk technological metropolis located in a pocket reality anchored primarily in Germany, officially classified as a Free Port. Under the control of the Global Occult Coalition's Servants of the Silicon Nornir, Eurtec was founded in 1985 to speed up the development of paratechnology in Europe for the purpose of the Servants' own agenda. Despite the Coalition's supervision, the city hosts one of the largest paracriminal underworlds, oftentimes dealing with crimes related to paratechnology, paranarcotics, and parahumans. Home to House Darke's primary headquarters, the monumental DEATH PYRAMID.
  • Hy-Brasil — one of the Five Fae Kingdoms. Located in the seas surrounding Ireland, Hy-Brasil once housed the single largest Fae population on the planet. However, after the Crocosquid attack and the GOC thaumonuclear bombardment that followed, it was degraded from its former Free Port status to a hollow, barely-populated Nexus. Although many plans and attempts were made to revive the once-thriving monolith of Fae culture that Hy-Brasil was, even following the collapse of the Veil in 2021, most of them resulted in nothing but failure.
  • Site-01 — the primary headquarters of the SCP Foundation's O5 Council and Overwatch Command. Located 25 kilometers south of Kraków, Poland. Transformed into its current, quasi-haunted state from the Factory building following the Foundation's hostile takeover, it acts as the primary containment site for the only anomaly present within: SCP-001-C, Queen Mab. Protected by a series of borderline impenetrable thaumaturgic wards, protective circles, and rituals. Antimemetically hidden from almost all outside observation, allowing for the safety that the O5 Council's continued operation necessitates.
  • Site-59 — an SCP Foundation facility located near the Gulf of Mexico. Does not contain any anomalies, and is instead focused on hosting Foundation staff parties, organized by the Ethics Committee to keep up personnel morale. Its exact location is known only to the O5 Council and the Committee itself to protect the intoxicated partying staff from any outside danger.
  • Sloth's Pit — a small midwestern town located in Wisconsin, United States. The world of Sloth's Pit is ruled by the "narrative," a mostly-benevolent force that influences the lives of its citizens by making them follow the lines of tropes, clichés, and themes frequently found in western media. This effect oftentimes results in the appearance of mythological figures and the visits of different people from all around the world.

The Multiversal Compass

Beyond baseline reality and all of the pocket dimensions anchored to it, the Multiversal Compass lies. A collection of all realities to ever exist, it accounts for all possible worlds and outcomes, splitting its timelines into two separate ones whenever any choice is made. The further away from a universe a reality is, the harder it is to traverse the gap between them, and the more different they are from each other. With nearly infinite possibilities, the only limit to exploring the vast multiverse is one's technology, endurance, and sanity.

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